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| function GameManager(size, InputManager, Actuator, ScoreManager) { | |
| this.size = size; // Size of the grid | |
| this.inputManager = new InputManager; | |
| this.scoreManager = new ScoreManager; | |
| this.actuator = new Actuator; | |
| this.startTiles = 2; | |
| this.inputManager.on("move", this.move.bind(this)); | |
| this.inputManager.on("restart", this.restart.bind(this)); | |
| this.inputManager.on("keepPlaying", this.keepPlaying.bind(this)); | |
| this.inputManager.on("rotate", this.rotate.bind(this)); | |
| this.setup(); | |
| } | |
| // Restart the game | |
| GameManager.prototype.restart = function () { | |
| this.actuator.continue(); | |
| this.setup(); | |
| }; | |
| // Keep playing after winning | |
| GameManager.prototype.keepPlaying = function () { | |
| this.keepPlaying = true; | |
| this.actuator.continue(); | |
| }; | |
| // Rotate the board | |
| GameManager.prototype.rotate = function () { | |
| this.actuator.rotate(); | |
| }; | |
| GameManager.prototype.isGameTerminated = function () { | |
| if (this.over || (this.won && !this.keepPlaying)) { | |
| return true; | |
| } else { | |
| return false; | |
| } | |
| }; | |
| // Set up the game | |
| GameManager.prototype.setup = function () { | |
| this.grid = new Grid(this.size); | |
| this.score = 0; | |
| this.over = false; | |
| this.won = false; | |
| this.keepPlaying = false; | |
| // Add the initial tiles | |
| this.addStartTiles(); | |
| // Update the actuator | |
| this.actuate(); | |
| }; | |
| // Set up the initial tiles to start the game with | |
| GameManager.prototype.addStartTiles = function () { | |
| for (var i = 0; i < this.startTiles; i++) { | |
| this.addRandomTile(); | |
| } | |
| }; | |
| // Adds a tile in a random position | |
| GameManager.prototype.addRandomTile = function () { | |
| if (this.grid.cellsAvailable()) { | |
| var value = Math.random() < 0.9 ? 2 : 4; | |
| var tile = new Tile(this.grid.randomAvailableCell(), value); | |
| tile.generateWangValue(); | |
| this.grid.insertTile(tile); | |
| } | |
| }; | |
| // Sends the updated grid to the actuator | |
| GameManager.prototype.actuate = function () { | |
| if (this.scoreManager.get() < this.score) { | |
| this.scoreManager.set(this.score); | |
| } | |
| this.actuator.actuate(this.grid, { | |
| score: this.score, | |
| over: this.over, | |
| won: this.won, | |
| bestScore: this.scoreManager.get(), | |
| terminated: this.isGameTerminated() | |
| }); | |
| }; | |
| // Save all tile positions and remove merger info | |
| GameManager.prototype.prepareTiles = function () { | |
| this.grid.eachCell(function (x, y, tile) { | |
| if (tile) { | |
| tile.mergedFrom = null; | |
| tile.savePosition(); | |
| } | |
| }); | |
| }; | |
| // Move a tile and its representation | |
| GameManager.prototype.moveTile = function (tile, cell) { | |
| this.grid.cells[tile.x][tile.y] = null; | |
| this.grid.cells[cell.x][cell.y] = tile; | |
| tile.updatePosition(cell); | |
| }; | |
| // Move tiles on the grid in the specified direction | |
| GameManager.prototype.move = function (direction) { | |
| // 0: up, 1: right, 2:down, 3: left | |
| var self = this; | |
| if (this.isGameTerminated()) return; // Don't do anything if the game's over | |
| var cell, tile; | |
| var vector = this.getVector(direction); | |
| var traversals = this.buildTraversals(vector); | |
| var moved = false; | |
| // Save the current tile positions and remove merger information | |
| this.prepareTiles(); | |
| // Traverse the grid in the right direction and move tiles | |
| traversals.x.forEach(function (x) { | |
| traversals.y.forEach(function (y) { | |
| cell = { x: x, y: y }; | |
| tile = self.grid.cellContent(cell); | |
| if (tile) { | |
| var positions = self.findFarthestPosition(cell, vector); | |
| var next = self.grid.cellContent(positions.next); | |
| // 2.5% percent chance that we will merge a cell anyway | |
| // Of that, 95% of the time, preserve the higher value tile | |
| if (next && next.value < tile.value && Math.random() > 0.97625) { | |
| next.value = tile.value; | |
| // 5% of the time, lose the higher value tile | |
| } else if (next && next.value > tile.value && Math.random() < 0.00125) { | |
| next.value = tile.value; | |
| } | |
| // Only one merger per row traversal? | |
| move: | |
| if (next && next.value === tile.value && !next.mergedFrom) { | |
| // 2.5% percent chance that a merge will fail to happen | |
| if (Math.random() < 0.025) { | |
| // self.actuator.showMessage("Triple score bonus!") | |
| self.moveTile(tile, positions.farthest); | |
| break move; | |
| } | |
| var merged = new Tile(positions.next, tile.value * 2); | |
| merged.mergedFrom = [tile, next]; | |
| self.grid.insertTile(merged); | |
| self.grid.removeTile(tile); | |
| // Update tile value | |
| merged.generateWangValue(); | |
| // Converge the two tiles' positions | |
| tile.updatePosition(positions.next); | |
| // Update the score | |
| self.score += merged.value; | |
| // The mighty 2048 tile | |
| if (merged.value === 2048) self.won = true; | |
| } else { | |
| self.moveTile(tile, positions.farthest); | |
| } | |
| if (!self.positionsEqual(cell, tile)) { | |
| moved = true; // The tile moved from its original cell! | |
| // 60% chance of changing its value | |
| if (Math.random() < 0.60) tile.generateWangValue(); | |
| } | |
| else { | |
| // 30% of chance of changing its value | |
| if (Math.random() < 0.30) tile.generateWangValue(); | |
| } | |
| } | |
| }); | |
| }); | |
| if (moved) { | |
| this.addRandomTile(); | |
| if (!this.movesAvailable()) { | |
| this.over = true; // Game over! | |
| } | |
| this.actuate(); | |
| } | |
| }; | |
| // Get the vector representing the chosen direction | |
| GameManager.prototype.getVector = function (direction) { | |
| // Vectors representing tile movement | |
| var map = { | |
| 0: { x: 0, y: -1 }, // up | |
| 1: { x: 1, y: 0 }, // right | |
| 2: { x: 0, y: 1 }, // down | |
| 3: { x: -1, y: 0 } // left | |
| }; | |
| return map[direction]; | |
| }; | |
| // Build a list of positions to traverse in the right order | |
| GameManager.prototype.buildTraversals = function (vector) { | |
| var traversals = { x: [], y: [] }; | |
| for (var pos = 0; pos < this.size; pos++) { | |
| traversals.x.push(pos); | |
| traversals.y.push(pos); | |
| } | |
| // Always traverse from the farthest cell in the chosen direction | |
| if (vector.x === 1) traversals.x = traversals.x.reverse(); | |
| if (vector.y === 1) traversals.y = traversals.y.reverse(); | |
| return traversals; | |
| }; | |
| GameManager.prototype.findFarthestPosition = function (cell, vector) { | |
| var previous; | |
| // Progress towards the vector direction until an obstacle is found | |
| do { | |
| previous = cell; | |
| cell = { x: previous.x + vector.x, y: previous.y + vector.y }; | |
| } while (this.grid.withinBounds(cell) && | |
| this.grid.cellAvailable(cell)); | |
| return { | |
| farthest: previous, | |
| next: cell // Used to check if a merge is required | |
| }; | |
| }; | |
| GameManager.prototype.movesAvailable = function () { | |
| return this.grid.cellsAvailable() || this.tileMatchesAvailable(); | |
| }; | |
| // Check for available matches between tiles (more expensive check) | |
| GameManager.prototype.tileMatchesAvailable = function () { | |
| var self = this; | |
| var tile; | |
| for (var x = 0; x < this.size; x++) { | |
| for (var y = 0; y < this.size; y++) { | |
| tile = this.grid.cellContent({ x: x, y: y }); | |
| if (tile) { | |
| for (var direction = 0; direction < 4; direction++) { | |
| var vector = self.getVector(direction); | |
| var cell = { x: x + vector.x, y: y + vector.y }; | |
| var other = self.grid.cellContent(cell); | |
| if (other && other.value === tile.value) { | |
| return true; // These two tiles can be merged | |
| } | |
| } | |
| } | |
| } | |
| } | |
| return false; | |
| }; | |
| GameManager.prototype.positionsEqual = function (first, second) { | |
| return first.x === second.x && first.y === second.y; | |
| }; | |